Search found 18 matches

by Surt
Tue Apr 03, 2007 2:18 am
Forum: Coding Blender
Topic: Perforamance of procedural texturing
Replies: 1
Views: 2321

You could certainly user the same solid texturing functions, but I would suggest you implement them as pixel shaders, rather than burdening the CPU with them.
by Surt
Tue Apr 03, 2007 2:14 am
Forum: Coding Blender
Topic: Coding Bone (armature) drivers and a glow shader
Replies: 7
Views: 4640

If your "glow shader" is a post-process then how is it different from the sequencer glow effect?
by Surt
Wed Jul 26, 2006 2:06 am
Forum: News & Chat
Topic: BUG: is it a bug or feature in blender 2.42?
Replies: 2
Views: 4214

This looks to be the same problem I've been having. I posted this bug report yesterday: https://projects.blender.org/tracker/?func=detail&aid=4787&group_id=9&atid=125 If there's anything you can add to it then please do. As a possible workaround, I've found that the problem only seems to occur at ce...
by Surt
Mon Jul 24, 2006 5:46 am
Forum: Interface & Tools
Topic: Remove doubles option: Remove internal
Replies: 1
Views: 2034

Remove doubles option: Remove internal

Playing with the array modifier with a cube and merge on I saw the need for this, but it would also be useful during general modelling. When you place two mesh cubes face to face and run remove doubles the vertecies get merged but a face remains inbetween the two parts. The main problem with this is...
by Surt
Sat Mar 18, 2006 6:35 am
Forum: News & Chat
Topic: Paper that could be useful for fire and smoke simulation
Replies: 14
Views: 8049

I've looked a bit into Jos Stam's fluid method, and it looks quite promising (used as the basis of MAYA Fluid Effects), but again the math is somewhat beyond me.

Stam's papers are here: http://www.dgp.toronto.edu/~stam/realit ... h/pub.html
by Surt
Mon Mar 13, 2006 2:30 am
Forum: Rendering
Topic: RENDER . GRADIENT SHADOW - why not?
Replies: 6
Views: 4026

One thing I've been wondering about for a while is the use of stencil shadowing like techniques for use in non-realtime rendering in Blender. So could one could possibly use stencil shadowing (if I correctly understand it) or something like it for a similar functionality? 1. Generate silhouete. 2. S...
by Surt
Thu Jan 12, 2006 6:04 am
Forum: Interface & Tools
Topic: [Feature request] Pivot Island (edit mode)
Replies: 4
Views: 1808

I guess you'd apply the fields at each island pivot point and where the fields overlap average them?
by Surt
Thu Jan 12, 2006 1:49 am
Forum: Interface & Tools
Topic: [Feature request] Pivot Island (edit mode)
Replies: 4
Views: 1808

This would be very handy, but it needs to work with other transforms as well. Scaling is where I usually pine for this feature.
by Surt
Thu Jan 12, 2006 1:28 am
Forum: Interface & Tools
Topic: Render format presets
Replies: 2
Views: 1680

I believe this is already part of Broken's gui reworking, and is waiting to be ported over from Tofu.
by Surt
Sun Jan 08, 2006 10:01 am
Forum: Interface & Tools
Topic: Updated Feature Proposal
Replies: 13
Views: 6111

Since with the "3d shading" option and the "Corner/Endings", what you want is to create a new solid wire frame geometery from a mesh, the wire mesh generation would probably be best implemented as a mesh modifier. The hidden line removal could be done with another modifier (it could be handy for oth...
by Surt
Sun Jan 08, 2006 9:45 am
Forum: Rendering
Topic: 'material' texture - feature request.
Replies: 1
Views: 2357

The material system is currently in the midst of a major reworking which should solve these problems.
by Surt
Wed Jan 04, 2006 3:10 pm
Forum: Interface & Tools
Topic: Mesh hair guide feuture
Replies: 7
Views: 4470

In edit mode, under the editing buttons context, in the curve tools panel, hit either the bezier or nurbs convert button to get soft curves. Curves are only hard when they are on the poly setting.
by Surt
Sat Oct 29, 2005 4:01 am
Forum: Rendering
Topic: Global bump mapping problem
Replies: 0
Views: 1983

Global bump mapping problem

When using bump mapping with global mapping mode the bump mapping doesn't seem to render correctly when the lamp is above or below the surface in projection space. I've posted about this on elysiun. but nobody seems able to help so I am wondering if I'm doing this wrong, seeing this wrong, or if it ...
by Surt
Fri May 06, 2005 1:00 am
Forum: Interface & Tools
Topic: Big list of feature requests
Replies: 6
Views: 11402

Re: Big list of feature requests

10. ...Also the snap to grid should be adjustable, means to which level of gridlines should be snaped to, perhaps adjusted by the zoom factor (more zoomed out means snap to bigger grid, zoomed in means snap to tight grid). You can adjust the grid size in the view properties panel. It's Under view m...